UNPKG

@polygonjs/polygonjs

Version:

node-based WebGL 3D engine https://polygonjs.com

34 lines (33 loc) 2.04 kB
import { ShaderMaterial, Material } from 'three'; import { BaseShaderAssemblerRayMarchingAbstract } from './_BaseRayMarchingAbstract'; import { ShaderName } from '../../../../utils/shaders/ShaderName'; import { OutputGlNode } from '../../../Output'; import { GlConnectionPointType, GlConnectionPoint } from '../../../../utils/io/connections/Gl'; import { ShaderConfig } from '../../configs/ShaderConfig'; import { VariableConfig } from '../../configs/VariableConfig'; import { AssemblerGlControllerNode } from '../../Controller'; export declare class BaseShaderAssemblerRayMarchingRendered extends BaseShaderAssemblerRayMarchingAbstract { protected _gl_parent_node: AssemblerGlControllerNode; constructor(_gl_parent_node: AssemblerGlControllerNode); templateShader(): { vertexShader: string; fragmentShader: string; uniforms: import("../../../gl/raymarching/uniforms").RayMarchingUniforms; }; createMaterial(): ShaderMaterial; protected _raymarchingLightsWorldCoordsDependent(): boolean; add_output_inputs(output_child: OutputGlNode): void; static create_globals_node_output_connections(): (GlConnectionPoint<GlConnectionPointType.VEC3> | GlConnectionPoint<GlConnectionPointType.FLOAT>)[]; create_globals_node_output_connections(): (GlConnectionPoint<GlConnectionPointType.VEC3> | GlConnectionPoint<GlConnectionPointType.FLOAT>)[]; protected insertBodyAfter(shaderName: ShaderName): string | undefined; protected insertDefineAfter(shaderName: ShaderName): string | undefined; protected linesToRemove(shaderName: ShaderName): string[] | undefined; create_shader_configs(): ShaderConfig[]; static create_variable_configs(): VariableConfig[]; create_variable_configs(): VariableConfig[]; private _applyMaterialAssembler; private _applyMaterialMaterial; setGlParentNode(gl_parent_node: AssemblerGlControllerNode): void; compileMaterial(material: Material): void; applyMaterialAssemblerFilterFragmentShader(fragmentShader: string): string; }